1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
5 | * Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * This program is free software; you can redistribute it and/or modify |
8 | * Crossfire TRT is free software: you can redistribute it and/or modify |
9 | * it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | * (at your option) any later version. |
11 | * (at your option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
19 | * along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
|
|
21 | * |
20 | * |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
23 | */ |
22 | */ |
24 | |
23 | |
25 | #include <global.h> |
24 | #include <global.h> |
26 | #include <object.h> |
25 | #include <object.h> |
27 | #include <tod.h> |
26 | #include <tod.h> |
… | |
… | |
38 | }; |
37 | }; |
39 | |
38 | |
40 | void |
39 | void |
41 | version (object *op) |
40 | version (object *op) |
42 | { |
41 | { |
43 | if (op) |
|
|
44 | clear_win_info (op); |
|
|
45 | |
|
|
46 | new_draw_info_format (NDI_UNIQUE, 0, op, "This is Crossfire+ v%s", VERSION); |
42 | new_draw_info_format (NDI_UNIQUE, 0, op, "This is Crossfire+ v%s", VERSION); |
47 | |
43 | |
48 | new_draw_info (NDI_UNIQUE, 0, op, "Authors and contributors to this program:"); |
44 | new_draw_info (NDI_UNIQUE, 0, op, "Authors and contributors to this program:"); |
49 | new_draw_info (NDI_UNIQUE, 0, op, "Marc A. Lehmann <pcg@goof.com>"); |
45 | new_draw_info (NDI_UNIQUE, 0, op, "Marc A. Lehmann <pcg@goof.com>"); |
50 | new_draw_info (NDI_UNIQUE, 0, op, "Robin Redeker <elmex@x-paste.de>"); |
46 | new_draw_info (NDI_UNIQUE, 0, op, "Robin Redeker <elmex@x-paste.de>"); |
… | |
… | |
151 | |
147 | |
152 | // remove, so stupid ob_locked does not trigger a failure |
148 | // remove, so stupid ob_locked does not trigger a failure |
153 | remove (); |
149 | remove (); |
154 | |
150 | |
155 | /* try to find a spot for the player */ |
151 | /* try to find a spot for the player */ |
156 | if (ob_blocked (this, newmap, x, y)) |
152 | if (blocked (newmap, x, y)) |
157 | { /* First choice blocked */ |
153 | { /* First choice blocked */ |
158 | /* We try to find a spot for the player, starting closest in. |
154 | /* We try to find a spot for the player, starting closest in. |
159 | * We could use find_first_free_spot, but that doesn't randomize it at all, |
155 | * We could use find_first_free_spot, but that doesn't randomize it at all, |
160 | * So for example, if the north space is free, you would always end up there even |
156 | * So for example, if the north space is free, you would always end up there even |
161 | * if other spaces around are available. |
157 | * if other spaces around are available. |
… | |
… | |
203 | contr->maplevel = newmap->path; |
199 | contr->maplevel = newmap->path; |
204 | contr->count = 0; |
200 | contr->count = 0; |
205 | } |
201 | } |
206 | |
202 | |
207 | /* Update any golems */ |
203 | /* Update any golems */ |
208 | if (type == PLAYER && contr->ranges[range_golem]) |
204 | if (type == PLAYER) |
|
|
205 | if (object *golem = contr->golem) |
209 | { |
206 | { |
210 | int i = find_free_spot (contr->ranges[range_golem], newmap, x, y, 1, SIZEOFFREE); |
207 | int i = find_free_spot (golem, newmap, x, y, 1, SIZEOFFREE); |
211 | |
208 | |
212 | if (i < 0) |
209 | if (i < 0) |
213 | { |
210 | golem->destroy (); |
214 | contr->ranges[range_golem]->destroy (); |
|
|
215 | contr->ranges[range_golem] = 0; |
|
|
216 | } |
|
|
217 | else |
211 | else |
218 | { |
212 | { |
219 | newmap->insert (contr->ranges[range_golem], x + freearr_x[i], y + freearr_y[i]); |
213 | newmap->insert (golem, x + freearr_x[i], y + freearr_y[i]); |
220 | |
214 | golem->direction = find_dir_2 (x - golem->x, y - golem->y); |
221 | contr->ranges[range_golem]->direction = |
|
|
222 | find_dir_2 (x - contr->ranges[range_golem]->x, y - contr->ranges[range_golem]->y); |
|
|
223 | } |
215 | } |
224 | } |
216 | } |
225 | |
217 | |
226 | /* since the players map is already loaded, we don't need to worry |
218 | /* since the players map is already loaded, we don't need to worry |
227 | * about pending objects. |
219 | * about pending objects. |
228 | */ |
220 | */ |
229 | remove_all_pets (newmap); |
221 | remove_all_pets (newmap); |
… | |
… | |
245 | flag = 0; |
237 | flag = 0; |
246 | for_all_players (pl) |
238 | for_all_players (pl) |
247 | { |
239 | { |
248 | pl->refcnt_chk (); |
240 | pl->refcnt_chk (); |
249 | |
241 | |
250 | if (!pl->ob || !pl->ns || !pl->ob->active) |
242 | if (expect_false (!pl->ob || !pl->ns || !pl->ob->active)) |
251 | continue; |
243 | continue; |
252 | |
244 | |
253 | if (pl->ob->speed_left > 0 && pl->ns) |
|
|
254 | if (handle_newcs_player (pl->ob)) |
245 | if (handle_newcs_player (pl->ob)) |
255 | flag = 1; |
246 | flag = 1; |
256 | |
247 | } |
257 | /* If the player is not actively playing, don't make a |
248 | } |
258 | * backup save - nothing to save anyway. Plus, the |
|
|
259 | * map may not longer be valid. This can happen when the |
|
|
260 | * player quits - they exist for purposes of tracking on the map, |
|
|
261 | * but don't actually reside on any actual map. |
|
|
262 | */ |
|
|
263 | if (QUERY_FLAG (pl->ob, FLAG_REMOVED)) |
|
|
264 | continue; |
|
|
265 | } /* end of for loop for all the players */ |
|
|
266 | } /* for flag */ |
|
|
267 | |
249 | |
268 | for_all_players (pl) |
250 | for_all_players (pl) |
269 | { |
251 | { |
|
|
252 | object *ob = pl->ob; |
|
|
253 | |
270 | if (!pl->ob || !pl->ns || !pl->ob->active) |
254 | if (expect_false (!ob || !pl->ns || !ob->active)) |
271 | continue; |
255 | continue; |
272 | |
256 | |
273 | if (settings.casting_time) |
|
|
274 | { |
|
|
275 | if (pl->ob->casting_time > 0) |
|
|
276 | { |
|
|
277 | pl->ob->casting_time--; |
|
|
278 | pl->ob->start_holding = 1; |
|
|
279 | } |
|
|
280 | |
|
|
281 | /* set spell_state so we can update the range in stats field */ |
|
|
282 | if ((pl->ob->casting_time == 0) && (pl->ob->start_holding == 1)) |
|
|
283 | pl->ob->start_holding = 0; |
|
|
284 | } |
|
|
285 | |
|
|
286 | do_some_living (pl->ob); |
257 | do_some_living (ob); |
287 | } |
258 | } |
288 | } |
259 | } |
289 | |
260 | |
290 | static void |
261 | static void |
291 | process_players2 () |
262 | process_players2 () |
292 | { |
263 | { |
293 | /* Then check if any players should use weapon-speed instead of speed */ |
264 | /* Then check if any players should use weapon-speed instead of speed */ |
294 | for_all_players (pl) |
265 | for_all_players (pl) |
295 | { |
266 | { |
296 | /* The code that did weapon_sp handling here was out of place - |
267 | pl->weapon_sp_left = min (pl->weapon_sp, pl->weapon_sp_left + pl->weapon_sp); |
297 | * this isn't called until after the player has finished there |
268 | pl->ob->speed_left = min (pl->ob->speed, pl->ob->speed_left + pl->ob->speed); |
298 | * actions, and is thus out of place. All we do here is bounds |
|
|
299 | * checking. |
|
|
300 | */ |
|
|
301 | if (pl->has_hit) |
|
|
302 | { |
|
|
303 | if (pl->ob->speed_left > pl->weapon_sp) |
|
|
304 | pl->ob->speed_left = pl->weapon_sp; |
|
|
305 | |
|
|
306 | /* This needs to be here - if the player is running, we need to |
|
|
307 | * clear this each tick, but new commands are not being received |
|
|
308 | * so execute_newserver_command() is never called |
|
|
309 | */ |
|
|
310 | pl->has_hit = 0; |
|
|
311 | } |
|
|
312 | else if (pl->ob->speed_left > pl->ob->speed) |
|
|
313 | pl->ob->speed_left = pl->ob->speed; |
|
|
314 | } |
269 | } |
315 | } |
270 | } |
316 | |
271 | |
317 | void |
272 | void |
318 | process_events () |
273 | process_events () |
… | |
… | |
320 | process_players1 (); |
275 | process_players1 (); |
321 | |
276 | |
322 | for_all_actives (op) |
277 | for_all_actives (op) |
323 | { |
278 | { |
324 | /* Now process op */ |
279 | /* Now process op */ |
325 | if (QUERY_FLAG (op, FLAG_FREED)) |
280 | if (expect_false (QUERY_FLAG (op, FLAG_FREED))) |
326 | { |
281 | { |
327 | LOG (llevError, "BUG: process_events(): Free object on list\n"); |
282 | LOG (llevError, "BUG: process_events(): Free object on list\n"); |
328 | op->set_speed (0); |
283 | op->set_speed (0); |
329 | continue; |
284 | continue; |
330 | } |
285 | } |
331 | |
286 | |
332 | /* I've seen occasional crashes due to this - the object is removed, |
|
|
333 | * and thus the map it points to (last map it was on) may be bogus |
|
|
334 | * The real bug is to try to find out the cause of this - someone |
|
|
335 | * is probably calling remove_ob without either an insert_ob or |
|
|
336 | * free_object afterwards, leaving an object dangling. But I'd |
|
|
337 | * rather log this and continue on instead of crashing. |
|
|
338 | * Don't remove players - when a player quits, the object is in |
|
|
339 | * sort of a limbo, of removed, but something we want to keep |
|
|
340 | * around. |
|
|
341 | */ |
|
|
342 | if (QUERY_FLAG (op, FLAG_REMOVED) && op->type != PLAYER && op->map && op->map->in_memory != MAP_IN_MEMORY) |
|
|
343 | { |
|
|
344 | LOG (llevError, "BUG: process_events(): Removed object on list\n"); |
|
|
345 | char *dump = dump_object (op); |
|
|
346 | LOG (llevError, dump); |
|
|
347 | free (dump); |
|
|
348 | op->destroy (); |
|
|
349 | continue; |
|
|
350 | } |
|
|
351 | |
|
|
352 | if (!op->has_active_speed ()) |
287 | if (expect_false (!op->has_active_speed ())) |
353 | { |
288 | { |
354 | LOG (llevError, "BUG: process_events(): Object %s has no speed (%f), " |
289 | LOG (llevError, "BUG: process_events(): Object %s has no speed (%f), " |
355 | "but is on active list\n", op->debug_desc (), op->speed); |
290 | "but is on active list\n", op->debug_desc (), op->speed); |
356 | op->set_speed (0); |
291 | op->set_speed (0); |
357 | continue; |
292 | continue; |
358 | } |
293 | } |
359 | |
294 | |
360 | if (op->map == NULL && op->env == NULL && op->name && op->type != MAP) |
295 | if (expect_false (op->flag [FLAG_REMOVED])) |
361 | { |
296 | { |
362 | LOG (llevError, "BUG: process_events(): Object without map or " |
297 | LOG (llevError, "BUG: process_events(): removed object is on active list: %s\n", |
363 | "inventory is on active list: %s (%d)\n", &op->name, op->count); |
298 | op->debug_desc ()); |
364 | op->set_speed (0); |
299 | op->set_speed (0); |
365 | continue; |
300 | continue; |
366 | } |
301 | } |
367 | |
302 | |
368 | /* Animate the object. Bug or feature that anim_speed |
303 | /* Animate the object. Bug or feature that anim_speed |
369 | * is based on ticks, and not the creatures speed? |
304 | * is based on ticks, and not the creatures speed? |
370 | */ |
305 | */ |
371 | if (op->anim_speed && op->last_anim >= op->anim_speed) |
306 | if (op->anim_speed && op->last_anim >= op->anim_speed) |
372 | { |
307 | { |
373 | animate_object (op, op->type == PLAYER ? op->facing : op->direction); |
308 | animate_object (op, op->contr ? op->facing : op->direction); |
374 | |
|
|
375 | op->last_anim = 1; |
309 | op->last_anim = 1; |
376 | } |
310 | } |
377 | else |
311 | else |
378 | op->last_anim++; |
312 | ++op->last_anim; |
379 | |
313 | |
380 | if (op->speed_left > 0) |
314 | if (op->speed_left > 0.f) |
381 | { |
|
|
382 | #if 0 |
|
|
383 | /* I've seen occasional crashes in move_symptom() with it |
|
|
384 | * crashing because op is removed - add some debugging to |
|
|
385 | * track if it is removed at this point. |
|
|
386 | * This unfortunately is a bit too verbose it seems - not sure |
|
|
387 | * why - I think what happens is a map is freed or something and |
|
|
388 | * some objects get 'lost' - removed never to be reclaimed. |
|
|
389 | * removed objects generally shouldn't exist. |
|
|
390 | */ |
|
|
391 | if (QUERY_FLAG (op, FLAG_REMOVED)) |
|
|
392 | { |
315 | { |
393 | LOG (llevDebug, "process_events: calling process_object with removed object %s\n", op->name ? op->name : "null"); |
|
|
394 | } |
|
|
395 | #endif |
|
|
396 | --op->speed_left; |
316 | --op->speed_left; |
397 | process_object (op); |
317 | process_object (op); |
398 | |
318 | |
399 | if (op->destroyed ()) |
319 | if (op->destroyed ()) |
400 | continue; |
320 | continue; |
401 | } |
321 | } |
402 | |
322 | |
403 | if (settings.casting_time == TRUE && op->casting_time > 0) |
323 | if (!op->contr) |
404 | op->casting_time--; |
324 | op->speed_left = min (abs (op->speed), op->speed_left + abs (op->speed)); |
405 | |
|
|
406 | if (op->speed_left <= 0) |
|
|
407 | op->speed_left += FABS (op->speed); |
|
|
408 | } |
325 | } |
409 | |
326 | |
410 | process_players2 (); |
327 | process_players2 (); |
411 | } |
328 | } |
412 | |
329 | |
… | |
… | |
426 | |
343 | |
427 | // send all clients some informational text |
344 | // send all clients some informational text |
428 | static void |
345 | static void |
429 | cleanup_inform (const char *cause, bool make_core) |
346 | cleanup_inform (const char *cause, bool make_core) |
430 | { |
347 | { |
431 | int flags = NDI_UNIQUE | NDI_ALL | (make_core ? NDI_RED : NDI_GREEN); |
348 | int flags = NDI_REPLY | NDI_UNIQUE | NDI_ALL | (make_core ? NDI_RED : NDI_GREEN); |
432 | |
349 | |
433 | new_draw_info_format (flags, 0, 0, "The server will now shutdown.\n"); |
350 | new_draw_info_format (flags, 0, 0, "The server will now shutdown."); |
434 | new_draw_info_format (flags, 0, 0, "Cause for this shutdown: %s\n", cause); |
351 | new_draw_info_format (flags, 0, 0, "Cause for this shutdown: %s", cause); |
435 | |
352 | |
436 | if (make_core) |
353 | if (make_core) |
437 | new_draw_info_format (flags, 0, 0, "This is considered a crash, but all maps and players have been saved.\n"); |
354 | new_draw_info_format (flags, 0, 0, "This is considered a crash, but all maps and players have been saved."); |
438 | else |
355 | else |
439 | new_draw_info_format (flags, 0, 0, "This is considered to be a clean shutdown, and all maps and players will be saved now.\n"); |
356 | new_draw_info_format (flags, 0, 0, "This is considered to be a clean shutdown, and all maps and players will be saved now."); |
440 | |
357 | |
441 | new_draw_info_format (flags, 0, 0, "%s\n", CLEANUP_MESSAGE); |
358 | new_draw_info_format (flags, 0, 0, "%s", CLEANUP_MESSAGE); |
442 | |
359 | |
443 | flush_sockets (); |
360 | client::flush_sockets (); |
444 | } |
361 | } |
445 | |
362 | |
446 | /* clean up everything before exiting */ |
363 | /* clean up everything before exiting */ |
447 | void |
364 | void |
448 | cleanup (const char *cause, bool make_core) |
365 | cleanup (const char *cause, bool make_core) |
… | |
… | |
476 | cfperl_cleanup (make_core); |
393 | cfperl_cleanup (make_core); |
477 | _exit (1); |
394 | _exit (1); |
478 | } |
395 | } |
479 | else |
396 | else |
480 | { |
397 | { |
481 | new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_GREEN, 0, 0, "Maps and players successfully saved, exiting.\n"); |
398 | new_draw_info_format (NDI_REPLY | NDI_UNIQUE | NDI_ALL | NDI_GREEN, 0, 0, "Maps and players successfully saved, exiting."); |
482 | new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_GREEN, 0, 0, "And again: " CLEANUP_MESSAGE "\n"); |
399 | new_draw_info_format (NDI_REPLY | NDI_UNIQUE | NDI_ALL | NDI_GREEN, 0, 0, "And again: " CLEANUP_MESSAGE); |
483 | flush_sockets (); |
400 | client::flush_sockets (); |
484 | cfperl_cleanup (make_core); |
401 | cfperl_cleanup (make_core); |
485 | _exit (0); |
402 | _exit (0); |
486 | } |
403 | } |
487 | } |
|
|
488 | |
|
|
489 | int |
|
|
490 | forbid_play (void) |
|
|
491 | { |
|
|
492 | #if !defined(_IBMR2) && !defined(___IBMR2) && defined(PERM_FILE) |
|
|
493 | char buf[MAX_BUF], day[MAX_BUF]; |
|
|
494 | FILE *fp; |
|
|
495 | time_t clock; |
|
|
496 | struct tm *tm; |
|
|
497 | int i, start, stop, forbit = 0, comp; |
|
|
498 | |
|
|
499 | clock = time (NULL); |
|
|
500 | tm = (struct tm *) localtime (&clock); |
|
|
501 | |
|
|
502 | sprintf (buf, "%s/%s", settings.confdir, PERM_FILE); |
|
|
503 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
|
|
504 | return 0; |
|
|
505 | |
|
|
506 | while (fgets (buf, MAX_BUF, fp)) |
|
|
507 | { |
|
|
508 | if (buf[0] == '#') |
|
|
509 | continue; |
|
|
510 | |
|
|
511 | if (!strncmp (buf, "msg", 3)) |
|
|
512 | { |
|
|
513 | if (forbit) |
|
|
514 | while (fgets (buf, MAX_BUF, fp)) /* print message */ |
|
|
515 | fputs (buf, logfile); |
|
|
516 | break; |
|
|
517 | } |
|
|
518 | else if (sscanf (buf, "%s %d%*c%d\n", day, &start, &stop) != 3) |
|
|
519 | { |
|
|
520 | LOG (llevDebug, "Warning: Incomplete line in permission file ignored.\n"); |
|
|
521 | continue; |
|
|
522 | } |
|
|
523 | |
|
|
524 | for (i = 0; i < 7; i++) |
|
|
525 | { |
|
|
526 | if (!strncmp (buf, days[i], 3) && (tm->tm_wday == i) && (tm->tm_hour >= start) && (tm->tm_hour < stop)) |
|
|
527 | forbit = 1; |
|
|
528 | } |
|
|
529 | } |
|
|
530 | |
|
|
531 | close_and_delete (fp, comp); |
|
|
532 | |
|
|
533 | return forbit; |
|
|
534 | #else |
|
|
535 | return 0; |
|
|
536 | #endif |
|
|
537 | } |
404 | } |
538 | |
405 | |
539 | /* |
406 | /* |
540 | * do_specials() is a collection of functions to call from time to time. |
407 | * do_specials() is a collection of functions to call from time to time. |
541 | * Modified 2000-1-14 MSW to use the global pticks count to determine how |
408 | * Modified 2000-1-14 MSW to use the global pticks count to determine how |
… | |
… | |
547 | * done on the same tick, but that will happen very infrequently |
414 | * done on the same tick, but that will happen very infrequently |
548 | * |
415 | * |
549 | * I also think this code makes it easier to see how often we really are |
416 | * I also think this code makes it easier to see how often we really are |
550 | * doing the various things. |
417 | * doing the various things. |
551 | */ |
418 | */ |
552 | |
|
|
553 | extern unsigned long todtick; |
|
|
554 | |
|
|
555 | void |
419 | void |
556 | do_specials (void) |
420 | do_specials (void) |
557 | { |
421 | { |
558 | if (!(pticks % PTICKS_PER_CLOCK)) |
422 | if (expect_false (!(pticks % TICKS_PER_HOUR))) |
559 | tick_the_clock (); |
423 | adjust_daylight (); |
560 | |
424 | |
561 | if (!(pticks % 7)) |
425 | if (expect_false (!(pticks % 7))) |
562 | shstr::gc (); |
426 | shstr::gc (); |
563 | |
427 | |
564 | if (!(pticks % 2503)) |
428 | if (expect_false (!(pticks % 2503))) |
565 | fix_weight (); /* Hack to fix weightproblems caused by bugs */ |
429 | fix_weight (); /* Hack to fix weightproblems caused by bugs */ |
566 | |
430 | |
567 | if (!(pticks % 5003)) |
431 | if (expect_false (!(pticks % 5003))) |
568 | write_book_archive (); |
432 | write_book_archive (); |
569 | |
433 | |
570 | if (!(pticks % 5009)) |
434 | if (expect_false (!(pticks % 5009))) |
571 | clean_friendly_list (); |
435 | clean_friendly_list (); |
572 | |
436 | |
573 | if (!(pticks % 5011)) |
437 | if (expect_false (!(pticks % 5011))) |
574 | obsolete_parties (); |
438 | obsolete_parties (); |
575 | |
439 | |
576 | if (!(pticks % 12503)) |
440 | if (expect_false (!(pticks % 12503))) |
577 | fix_luck (); |
441 | fix_luck (); |
578 | } |
442 | } |
579 | |
443 | |
580 | void |
444 | void |
581 | server_tick () |
445 | server_tick () |
582 | { |
446 | { |
583 | // first do the user visible stuff |
447 | // first do the user visible stuff |
584 | doeric_server (); |
|
|
585 | INVOKE_GLOBAL (CLOCK); |
448 | INVOKE_GLOBAL (CLOCK); |
586 | process_events (); /* "do" something with objects with speed */ |
449 | process_events (); // "do" something with objects with speed |
587 | flush_sockets (); |
450 | client::clock (); // draw client maps etc. |
588 | |
451 | |
589 | // then do some bookkeeping, should not really be here |
452 | // then do some bookkeeping, should not really be here |
590 | do_specials (); /* Routines called from time to time. */ |
453 | do_specials (); /* Routines called from time to time. */ |
591 | attachable::check_mortals (); |
454 | attachable::check_mortals (); |
592 | |
455 | |
… | |
… | |
655 | for (;;) |
518 | for (;;) |
656 | cfperl_main (); |
519 | cfperl_main (); |
657 | } |
520 | } |
658 | #endif |
521 | #endif |
659 | |
522 | |
|
|
523 | #if 0 |
|
|
524 | int xyzzy () |
|
|
525 | { |
|
|
526 | return rndm(8); |
|
|
527 | } |
|
|
528 | |
|
|
529 | void xyzzy (object_ptr &a, object_ptr &o) |
|
|
530 | { |
|
|
531 | asm volatile ("int3"); |
|
|
532 | a = o; |
|
|
533 | asm volatile ("int3"); |
|
|
534 | } |
|
|
535 | #endif |
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536 | |